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Thanks everyone for coming out! For the next 3 weeks, we’ll be Playing and Rating the games you created.You NEED ratings to get a score at the end. Play and Rate games to help others find your game.We’ll be announcing Ludum Dare 36’s August date alongside the results.

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The sound of the hearts dying was annoying at first, until I realized you could stun them and dash past. Really fun game, and brilliant graphics and sound. The final boss was strange and creepy. Loved the game.

The music kept cutting out on me in stage 2 and stage 3. After about 20 seconds or so, it'd just stop.

Took me a while to really figure out what was going on, and the lack of direction made it feel like I was wandering aimlessly until I started to learn the level layouts.

I have to give credit to the visual design. They way you start out on the clouds, then make your way into what I thought was a hospital gone wrong, to the final area, to the ending - it put EVERYTHING into perspective and wow. I didn't think about what I was doing until I was done, and by then it was too late.

Very potent.

Also the kick animation is adorable. Bunch of happy little hearts clinging to you. So satisfying to kick them away. Piss off! Needed more knockback, though.

Interesting use of the theme. Perhaps destroying private objects of the man who fights the death instead of orbs and important places of his life instead of cloud worlds? Like you did with the hospital.

Nice atmosphere made by the lovely graphics, sound effect and music. Really good job.

Sadly it gets a bit too easy, if you always push the keys for the strong attack and the dash simultaneous.

That many-armed boss was a bit annoying when he would paralyze you with his shot and you were surrounded by hearts; it made moving near impossible unless I spam the dash button repeatedly. Also, I kept wanting to hit spacebar which would scroll the webpage down.

Otherwise, amazing gameplay. The music, art, and setting worked really well to set a mood and tell a story. Wonderful job!

Wow. Realized what I was doing when I beat the game. Definitely felt some kind of way. Awesome game. Well implemented and great graphics. One thing, when in the room with the final boss, I was surrounded by hearts and I almost got locked in stun because of his high rate of fire a couple blond heads and all the hearts. Can get to be too much if enough follow you.

Astonishing game. Really superb. The level design was awesome, though sometimes I felt myself backtracking quite a bit. The art design and graphics as great as was the sound. This really felt like a great jam game in that it clearly allowed a huge amount of great content to be made and put together in a really focused way.

Very nice full game design with end-boss and sad conclusion. Music, play style and art reminds me of good SNES era games. If you can expand on this later can you add 1 or 2 levels at the start to get used to things? Right now you're kind of thrown right in the middle with no explanation (also like SNES era games). Brilliant entry, well done.

I enjoyed swatting away enemies and using the dash to move around. I could've used a radar or something. . . I lost 100 seconds backtracking to find a purple orb in the third level, and as a result lost almost instantly when I reached the boss. I realize that radar would lessen the searching/exploration aspect of the game, but maybe some kind of balance could be reached, like if after 20 seconds an arrow points to the nearest orb.

Good atmosphere, great visuals and cool use of theme. Every enemy is extremely annoying. I wasn't quite lear why movement speed was reduced in some cases. The immunity period after damaging enemies seemed excessive, and removed the opportunity to really lay into them with those sweet attacks. Raining punches on the orbs, on the other hand, was extremely satisfying. Wish the tumor explosion wiped out surrounding enemies.

RadMars logo is rad. Loved just about everything about this. The red hearts were very bizarre. Couldn't understand why some seemed to die with two shots and others took a million. Strong attack didn't seem to hurt more, just had more knockback. Great sprites, nice audio, and great interpretation of theme! SOLID WORK!

IMPORTANT NOTE: If you want to place in the final results, you NEED votes. The easiest way to get votes is by rating other games. Judging lasts for 3 weeks following the end of Ludum Dare. For best effect, rate 20 games as soon as possible. Rating more games is encouraged.

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REMEMBER: The “Theme” category is only for the main theme (You are the Villain). Don’t penalize for not using Goats.

TEAMS: Teams entering the Jam should pick a single representative to submit your game, or create a team specific account you can share. We currently do not support Team Voting, but sharing an account and together playing and rating games is acceptable.

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We’ve identified the problem, and should have the page caching bugs fixed for next Ludum Dare.

PORTS: Ports to other platforms can be done after the deadline. That said, the sooner you finish your port, the sooner people can play your game, improving your chances of placing in the final results. For best results, provide a Web version of your game, or a Windows version with no dependencies. Also be sure to rate about 20 games to improve your visibility.

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MY GAME CRASHES, IS UNBEATABLE, OR I MADE A TYPO: We allow you to fix crash or win condition bugs after the deadline (in a sense, like “porting” to support more players). We also allow “typo” bugs. I.e. A true that should have been a false, a word that should have been a different word, very tiny changes that you would have caught if you had more sleep. We leave this open to interpretation, but generally speaking your game should be identical to the game you submitted. No new features, just things you messed up last minute. Typos.